Method and apparatus for presenting information associated with a game

ABSTRACT

A method for indicating a pre-game environment quality level may include, for example, obtaining a profile associated with a video game, where the profile comprises desirable performance metrics for initiating the video game, performing performance metric measurements in collaboration with a computing device from which the video game is to be played, comparing the performance metric measurements to the desirable performance metrics, determining a discrepancy between the performance metric measurements and the desirable performance metrics, determining a gaming quality level according to the determined discrepancy, and presenting at the computing device a quality indicator based on the determined quality level. The presenting can further include graphically displaying the quality indicator and the discrepancy. Other embodiments are disclosed.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. application Ser. No.13/706,500, filed Dec. 6, 2012, which is incorporated herein byreference in its entirety.

FIELD OF THE DISCLOSURE

The present disclosure relates generally to a method and apparatus forpresenting information associated with a game.

BACKGROUND

It is common today for gamers to play on-line games in a variety oflocations, for example in cyber cafés. This is especially true of gamerswho play on-line games with portable devices.

It is also common today for gamers to utilize more than one gamingaccessory. This is especially true of gamers who play competitive gamesin a team or individual configuration. Gamers can have at their disposalaccessories such as a keyboard, a general purpose gaming pad, a mouse, agaming console controller, a headset with a built-in microphone tocommunicate with other players, a joystick, a computer console, or othercommon gaming accessories. A gamer can frequently use a combination ofthese accessories in one game (e.g., headset, a keyboard, and mouse).

BRIEF DESCRIPTION OF THE DRAWINGS

Reference will now be made to the accompanying drawings, which are notnecessarily drawn to scale, and wherein:

FIGS. 1A and 1B schematically illustrate game venues where a user caninitiate a game, and from which information regarding the gameenvironment quality for the game can be determined;

FIG. 2 depicts an illustrative embodiment of a communication device,which can embody portions of the devices shown in FIGS. 1A and 1B;

FIGS. 3 and 4 depict methods for determining and presenting a gameenvironment quality level, in accordance with an embodiment of thedisclosure;

FIG. 5 depicts an illustrative embodiment of a presentation to a gamerof a game environment quality level according to the method of FIG. 3;

FIG. 6A depicts an illustrative embodiment of a presentation to a gamerof game environment quality levels according to the method of FIG. 4;

FIG. 6B depicts an illustrative embodiment of a presentation to a gamerof game environment quality levels for different gaming locations, basedon game environment quality data and historic game environment qualitydata;

FIG. 6C depicts an illustrative embodiment of a presentation to a gamerof additional information pertaining to game environment quality andsocial networking for a selected gaming location;

FIG. 6D depicts an illustrative embodiment of a presentation to a gamerof a map of gaming locations; and

FIG. 7 depicts an illustrative diagrammatic representation of a machinein the form of a computer system within which a set of instructions,when executed, may cause the machine to perform any one or more of themethodologies disclosed herein.

DETAILED DESCRIPTION

The subject disclosure describes, among other things, illustrativeembodiments for determining and presenting a gaming environment qualitylevel before a game is initiated and/or while the game is in execution.Other embodiments are contemplated by the subject disclosure.

One embodiment of the present disclosure can entail a method includingobtaining a profile associated with a video game, where the profilecomprises desirable performance metrics for initiating the video game,performing performance metric measurements in collaboration with acomputing device from which the video game is to be played, comparingthe performance metric measurements to the desirable performancemetrics, determining a discrepancy between the performance metricmeasurements and the desirable performance metrics, determining a gamingquality level according to the determined discrepancy, and presenting atthe computing device a quality indicator based on the determined qualitylevel. The presenting can further include graphically displaying thequality indicator and the discrepancy.

The performance metric measurements in the method can further includemeasurement of a processor resource availability, measurement of a speedof a network with which the computing device communicates, or a roundtrip communication network test. The method can also include performinga functional test at the computing device.

The method can also include obtaining performance metric measurementsrelating to one or more other computing devices being used to play thevideo game at a remote location, determining a second gaming qualitylevel for initiating the video game at the remote location according tothe obtained performance metric measurements, and presenting at thecomputing device a second quality indicator for the remote locationbased on the second gaming quality level. The method can further includepresenting a recommendation to use the remote location for initiatingthe video game based on one of the second gaming quality level, adistance between a present location of the computing device and theremote location, or both.

One embodiment of the present disclosure can entail a gaming deviceincluding a memory to store instructions and a processor coupled to thememory. When executing the instructions, the processor performsoperations including obtaining a profile associated with a game to beplayed with the gaming device, where the profile includes desirableperformance metrics for playing the game, performing performance metricmeasurements for a computing environment of the gaming device and for anetwork coupled to the gaming device, comparing the performance metricmeasurements to the desirable performance metrics, determining adifference between the performance metric measurements and the desirableperformance metrics, and determining a gaming quality level according tothe determined difference.

The operations performed by the processor can also include presenting anindicator of the gaming quality level via a graphical user interface,and performing a functional test in a computing or networkingenvironment where the gaming device is located. The operations canfurther include determining a second gaming quality level for playingthe game at a location remote from a present location of the gamingdevice, and presenting an indicator descriptive of the second gamingquality level.

One embodiment of the present disclosure can entail a computer-readablestorage medium having computer instructions, which when executed by aprocessor, cause the processor to perform operations includingperforming a computing environment quality metric measurement forplaying a game, determining a quality level for playing the game basedon a comparison of the computing environment quality metric measurementand predetermined environment quality factors associated with the game,and presenting an indication of the determined quality level. Theindication can be descriptive of a measure of achieving predeterminedenvironment quality factors. The operations can also include performinga network environment quality metric measurement for a network, thenetwork environment quality metric measurement includes one of a firstmeasure of a speed of communication using the network, a second measureof noise in the network, or both.

The operations can further include determining a second gaming qualitylevel for a remote location, and presenting a second indicationdescriptive of the second gaming quality level of the remote location.

FIG. 1A schematically depicts a gaming venue 100 in which a gamer mayengage in a game using gaming controller 115, according to an embodimentof the disclosure. In this embodiment, gaming controller 115 and gamingconsole 120 have an integrated wireless interface for wirelesscommunications therebetween. The gaming console 120 is coupled tonetwork 150 via communication link 145 such a Wireless Fidelity (WiFi)link to the internet. The gaming console 120 can be, for example, anXbox™, a PS3™, a Wii™, or another suitable gaming console device. Videoinformation is displayed to the gamer on display device 130, which inthis illustration is coupled to gaming console 120 by a wired connection135. Display device 130 may be a television or a touch screen so that itcomprises both an input device and an output device for the online game.

As shown for example in FIG. 1A, the gaming environment generally mayinclude the computing environment with which the gamer interacts at thevenue, the network environment, including communication between thegaming console 120 and the network 150, and the physical environment ofthe venue (lighting level, noise level, etc.). All of these cancontribute to the level of game environment quality, which in turnaffects the gamer's experience.

It is understood that the devices shown in FIG. 1A are merely examplesof a wide variety of computing devices that may be used in an onlinegame. For instance, in FIG. 1B a desktop computer 162 can be used inplace of the gaming console 120. The desktop computer 162 can beconfigured to execute a gaming client (i.e., a software application)acting in cooperation with an on-line gaming server 172 accessible bythe desktop computer 162 via the network 150 (e.g., World of Warcraft™).The gaming peripheral used with the desktop computer 162 can be akeyboard 164, mouse 166, or another suitable gaming peripheral device(e.g., a headset for conveying speech signals and/or listening to othergamers in an online game setting).

FIG. 2 depicts an illustrative embodiment of a computing device 200. Inone embodiment, the computing device 200 can embody in whole or in partany of the devices shown in FIGS. 1A and 1B. The computing device 200can comprise a wireline and/or wireless transceiver 202 (hereintransceiver 202), a user interface (UI) 204, a power supply 214, aproximity sensor 216, a motion sensor 218, an orientation sensor 220, alocation detector 221, and a controller 206 for managing operationsthereof. The transceiver 202 can support short-range or long-rangewireless access technologies such as Bluetooth, WiFi, Digital EnhancedCordless Telecommunications (DECT), or cellular computing technologies,just to mention a few. Cellular technologies can include, for example,CDMA-1X, UMTS/HSDPA, GSM/GPRS, TDMA/EDGE, EV/DO, WiMAX, software definedradio (SDR), Long Term Evolution (LTE), as well as other next generationwireless computing technologies as they arise. The transceiver 202 canalso be adapted to support circuit-switched wireline access technologies(such as PSTN), packet-switched wireline access technologies (such asTCP/IP, VoIP, etc.), and combinations thereof.

Visual and audible aspects of the UI 204 can be generated by anAccessory Management Software (AMS) application, which can be executedon a computing device such as a desktop computer, a laptop computer, aserver, a mainframe computer, a gaming console, a gaming accessory, orcombinations or portions thereof. The AMS application can also beexecuted by portable computing devices (with computing resources) suchas a cellular phone, a personal digital assistant, or a media player(such as an iPOD™). In the present context, an accessory can representany type of device which can be communicatively coupled to the computingdevice (or an integral part of the computing device) and which cancontrol aspects of the OS and/or a software application operating in thecomputing device. An accessory can represent for example a keyboard, atouch screen display, a gaming pad, a gaming controller, a mouse, ajoystick, a microphone, a headset with a microphone, or any of a varietyof other devices. It is contemplated that the AMS application can beexecuted by any device with suitable computing resources.

The UI 204 can include a depressible or touch-sensitive keypad 208coupled to a navigation mechanism such as a roller ball, a joystick, amouse, or a navigation disk for manipulating operations of the computingdevice 200. The keypad 208 can be an integral part of a housing assemblyof the computing device 200 or an independent device operably coupledthereto by a tethered wireline interface (such as a USB cable) or awireless interface supporting for example Bluetooth. The keypad 208 canrepresent a numeric keypad, and/or a QWERTY keypad with alphanumerickeys. The UI 204 can further include a display 210 such as monochrome orcolor LCD (Liquid Crystal Display), OLED (Organic Light Emitting Diode)or other suitable display technology for conveying images to the user ofcomputing device 200.

In an embodiment where the display is touch-sensitive, a portion or allof the keypad 208 can be presented by way of the display with navigationfeatures (e.g., an iPad™, iPhone™, or Android™ phone or tablet). As atouch screen display, the computing device 200 can be adapted to presenta user interface with graphical user interface (GUI) elements that canbe selected by a user with a touch of a finger. The touch screen display210 can be equipped with capacitive, resistive or other forms of sensingtechnology to detect how much surface area of a user's finger has beenplaced on a portion of the touch screen display. This sensinginformation can be used to control the manipulation of the GUI elements.

The UI 204 can also include an audio system 212 that utilizes commonaudio technology for conveying low volume audio (such as audio heardonly in the proximity of a human ear) and high volume audio (such asspeakerphone for hands free operation, stereo or surround sound system).The audio system 212 can further include a microphone for receivingaudible signals of an end user. The audio system 212 can also be usedfor voice recognition applications. The UI 204 can further include animage sensor 213 such as a charged coupled device (CCD) camera forcapturing still or moving images and performing image recognitiontherefrom. The audio system and image sensor may also be configured tomeasure the ambient noise and light levels of the gaming venue.

The power supply 214 can utilize common power management technologiessuch as replaceable or rechargeable batteries, supply regulationtechnologies, and charging system technologies for supplying energy tothe components of the computing device 200 to facilitate long-range orshort-range portable applications. Alternatively, the charging systemcan utilize external power sources such as DC power supplied over aphysical interface such as a USB port or by way of a power cord attachedto a transformer that converts AC to DC power.

The proximity sensor 216 can utilize proximity sensing technology suchas a electromagnetic sensor, a capacitive sensor, an inductive sensor,an image sensor or combinations thereof. The motion sensor 218 canutilize motion sensing technology such as an accelerometer, a gyroscope,or other suitable motion sensing technology to detect movement of thecomputing device 200 in three-dimensional space. The orientation sensor220 can utilize orientation sensing technology such as a magnetometer todetect the orientation of the computing device 200 (North, South, West,East, combined orientations thereof in degrees, minutes, or othersuitable orientation metrics). The location detector 221 can comprise aglobal positioning system (GPS) receiver for sensing signals from aconstellation of satellites and for determining from such signals alocation of the computing device 200.

The computing device 200 can use the transceiver 202 to also determine aproximity to a cellular, WiFi, Bluetooth, or other wireless accesspoints by common sensing techniques such as utilizing a received signalstrength indicator (RSSI) and/or a signal time of arrival (TOA) or timeof flight (TOF). The controller 206 can utilize computing technologiessuch as a microprocessor, a digital signal processor (DSP), and/or avideo processor with associated storage memory such as Flash, ROM, RAM,SRAM, DRAM or other storage technologies.

The computing device 200 as described herein can operate with more orfewer components than described in FIG. 2 to accommodate theimplementation of the devices described by the present disclosure. Thesevariant embodiments are contemplated by the present disclosure.

FIGS. 3 and 4 illustrate procedures for determining and presenting agame environment quality level, in accordance with embodiments of thedisclosure. In these embodiments, it is assumed that the procedures areperformed by the AMS executing on a gaming device with computingresources (e.g., CPU and memory) such as the gaming console 120 of FIG.1A, the computer 162 or on-line gaming server 172 of FIG. 1B, or thegaming accessories themselves (when such devices also include computingresources) such as the gaming controller 115 of FIG. 1A, the keyboard164 or mouse 166 of FIG. 1B, or any other device with computingresources. From these embodiments, it would be evident that the gamingdevice may be any of a wide variety of devices. Furthermore, the AMS maybe stored on, and/or downloaded from, a wide variety of locations(either local or remote with respect to the gaming accessory).Additionally, portions of the AMS may be executed in multiple devices.For example, the AMS can be configured in a client-server arrangementwith the client portion executed from one device (e.g., the desktopcomputer 162) and the server portion executed from the on-line gamingserver 172. In another embodiment, the client portion of the AMS canalso operate from a portable peripheral with computing resources such asthe mouse 166.

The AMS, via the gaming device, receives a stimulus from the gamerindicating that a particular game is to be initiated (step 301). Ingeneral, there are various required hardware and software performancemetrics associated with the game (minimum memory capacity, processorspeed, OS version, etc.). In accordance with embodiments of thedisclosure, the selected game 300 has associated therewith a profile ofhardware and software performance metrics prescribed for a desirablegaming experience (hardware configuration, software settings, etc.). Inan embodiment, this profile may be obtained from the game itself.

Alternatively, the profile may be obtained from a library of profiles310 containing profiles for different games (or different versions of agame). A profile may be contributed to the library by the publishers ofthe game, or may represent past experience by one or more gamers. In anembodiment, the game profile is constructed by the gamer to reflect thegamer's preferences. For example, a competitive gamer can specify aminimum Internet connection bandwidth that is greater than the minimumbandwidth recommended by the game publisher. The gamer can also setpreferences for locations of interest to engage in a gaming session.Other preferences such as preferred social network members, video gamepreferences, and other suitable user preferences can be taken intoconsideration with the embodiments of the subject disclosure.

The game profile is retrieved by the AMS in step 302. Measurements ofperformance metrics can be performed for various factors that contributeto the game environment quality as identified in the game profile. Inone embodiment, the gaming profile can provide the basis for theperformance metrics that ought to be measured by the AMS. In step 303,measurements can be made by the AMS regarding the computing environment:CPU availability (possibly measured by percentage of cores in use for amulti-core CPU), memory usage, etc. In step 304, measurements can bemade by the AMS regarding the network environment: network speed,network reliability, etc. In an embodiment, the AMS can send one or morepackets on a round-trip test (sometimes called a pinging test), the AMSmay perform multiple pinging tests to measure the reliability of thenetwork. The AMS may also measure packet loss, bit rate errors, jitter,latency, or other measurable communication metrics of the network. Instep 305, functional tests can be performed on the various devices. Thismay include checking each battery-powered device for battery status(e.g., checking for a low-battery condition). Measurements may also beperformed regarding the physical environment of the game (lightinglevel, noise level, etc.), which may be measured by sensors of thegaming device.

In step 306, the performance metric measurements can be compared withthe game profile. A difference between desirable performance metricsspecified by the profile and the measured performance metrics can beused to calculate the environment quality level for the game (step 307).Different factors may be given different weight in the calculation, inaccordance with its likely affect on the gamer's experience, forexample, CPU availability may be given more weight than the ambientnoise level. In an embodiment, the weights of the various factors can bespecified by the gamer for a particular game. The quality level can bepresented to the gamer as a displayed measure of the disparitydetermined in step 307 (step 308).

A local quality level can be displayed to the gamer by a suitablepresentation device. The term “local” is representative of the qualitylevel experienced at a location of the gamer. The local quality levelcan be presented by way of a display device of the gaming device. Forexample, the quality level can be displayed at a television or monitor130 as shown in FIG. 1A, or the computer monitor of the desktop computer162 as shown in FIG. 1B. In another embodiment, a gaming peripheral caninclude a display or LEDs indicating the quality level. For example, themouse of FIG. 6 can be equipped with LEDs that project light throughquality level bars as shown in FIG. 5 (see references 511-512). A closercorrespondence with the game profile indicates a higher game environmentquality level. In one embodiment, the quality level can be expressedrelative to the quality level corresponding to the game profile by agraphic 510 in display 500. As more bars of progressively greater heightare highlighted, the better the game quality level is for playing thegame. In the example of FIG. 5, two bars 511 are displayed while threebars 512 are not displayed (or alternatively displayed only in outline).

In an embodiment, the game environment quality at the gamer's locationcan be compared with a game environment quality at a different location(FIG. 4). After viewing the display of the local game quality level(step 400), the gamer decides whether to start the game (step 402), quit(step 403), or find another location for playing the game. In anembodiment, the gamer inputs this decision at step 401 via radio buttons502, 503, 504 displayed with the local game quality level. In step 404,the AMS retrieves information over the network regarding the gamequality level experienced by gamers playing the selected game at otherlocations. The information retrieved for other gamers can representinstances of the embodiments of the method of FIG. 3 being performed forthese gamers, which can be stored in a remote database, which may beaccessible to the AMS for assessing alternative environments for playingthe game selected by the gamer. In a further embodiment, the AMS mayretrieve information from a social network regarding gamers playing theselected game to determine gamers who may be associated with socialgroups, as a measurement of a social environment at the other locations(step 405) that may be of interest to the gamer.

The game quality levels for other locations can also be displayed to thegamer. FIG. 6 shows a game quality level display 600 in accordance withan embodiment of the disclosure. In this embodiment, display 600includes graphic displays 610, 620 showing game quality levels for twoother venues. The quality levels shown may be an average of severalgamers at each location. As in FIG. 5, a closer correspondence with thegame profile indicates a higher game environment quality level ingraphic displays 610 and 620. In particular, more bars can indicate abetter game quality level. In display 610, two bars 611 are displayedwhile three bars 612 are not displayed (or alternatively displayed onlyin outline). In display 620, three bars 621 are displayed while two bars622 are not displayed (or alternatively displayed only in outline).

Each display 611, 612 includes the name and distance to the otherlocation relative to the location of the gamer seeing displays 611-612.The location of the gamer can be determined by the AMS by way of thelocation detector 221 (describes earlier) which may be embedded in thegaming device, user input provided by the gamer identifying the gamer'slocation, or other suitable location determination methods. In anembodiment, information regarding gamers at a particular location mayalso be provided, as in display 625 (e.g., gamer 1: Biguser0001, gamer2: spacemanspiff, etc.). For example, if the other gamers are situatedin a location that can be determined by the AMS (by way of informationprovided by the other gamers to a server accessible to the AMS, or thelocation is public and can be determined by public means), the name ofthe location can also be displayed by the AMS at the gaming device(e.g., Have-A-Byte-Café, Cybertown Café, etc.).

The foregoing embodiments are a subset of possible embodimentscontemplated by the present disclosure. For example, the AMS can alsotrack model numbers of the gaming peripherals, operating systemversions, CPU versions, and so on. The profile retrieved at step 302 ofFIG. 3 can provide suggestions for alternative hardware and/or softwaremodels to improve the gaming experience for a gamer. The suggestions canbe linked to websites from which hardware or software accessories may bepurchased by the gamer. The methods of FIGS. 3 and 4 can be furtheradapted to improve the gamer's environment once a quality leveldetermination has been made. For example, the AMS can analyze backgroundprocesses being used by the CPU of the gaming device and suggesttermination of certain processes to improve the gaming experience.

In an embodiment where the AMS operates from an on-line gaming server,the AMS can determine that the gamer is at a location where the gamingexperience would be improved if the game were played from a gamingserver in proximity to the determined location of the gamer. In thisinstance, a first on-line gaming server can delegate execution of thegame to a second on-line gaming server in closer proximity to the gamer.

The methods of FIGS. 3 and 4 can also be adapted to provide sharing ofgaming quality measures between gamers. For example, the AMS of gamer 1can transmit via the gaming device to the AMS of gamer 2 the gamingquality level of gamer 1, and vice-versa. This information can be usedby each gamer to determine whether the gaming environment is equitableor disadvantages to one of the gamers. This information can also be usedby the AMS of the advantage player to reduce the advantage to equalizethe game. For example, the AMS of the advantaged gamer can intentionallychange CPU resources, memory resources, or other performance metrics toequalize the game. This can be done by the AMS artificially invoking CPUprocesses, changing memory allocation to processes, or other suitableapproaches to reduce the advantage of a particular gamer.

In another embodiment, the quality level can be numeric rather thansymbolic. For example, the AMS can percentages, ranking of 1 to 5, etc.The AMS can also present the quality level audibly rather than visually.In yet another embodiment, a server can track the quality levels ofgamers at various locations. The server can be configured to identifylocations where gaming quality consistently is low, and inform gamers toavoid such locations, or inform service providers to mitigate the issuesdetected in such locations. In the latter case, the server can provideservice providers measurements it has performed relative to networks inthe affected area, the ID of network elements (e.g., SSID of a WiFirouter if known), and so on.

In another embodiment, the AMS can perform tests on gaming peripheral(s)(e.g., mouse) used to play the game and detect in some instances wearand tear. For example, in the case of a laser mouse, the AMS may detectthat the optical equipment is providing jittery navigation data whenmoving the mouse on a mouse pad. When wear and tear is detected, the AMScan present the user a notice that the peripheral may be malfunctioningand recommend a replacement peripheral determined from a searchperformed by the AMS. The AMS can also suggest ways to performmaintenance on the device (e.g., wipe the optics of the mouse).

In an additional embodiment, the AMS may gather data related to gamequality levels for different locations, based on either real-time (orrecently measured) data or historical data. The quality level may bedisplayed in a graphic including bars as described above. FIG. 6Billustrates a display of game quality levels for a plurality of remotegame venues in accordance with this embodiment, listing all game venueswithin a given distance of the gamer's present location (for example,1.5 miles). As shown in FIG. 6B, a list 630 of game venues has the nameof each venue 631, its physical location 632, its distance 633 from thegamer's present location, and a graphic illustration of game qualitylevel.

In this embodiment, two graphics 634, 635 showing game quality level canbe displayed for each venue. Graphic 634 shows the current (“live”) orrecent (e.g., 24 hours) game quality level for the venue according toreal-time or recent hardware and software performance metrics asdetailed above. If several gamers are currently at the venue, the livegame quality level may be determined (in whole or in part) from anaverage game quality experienced by those gamers. Alternatively, theremote game venue may permit a pinging test by the AMS server to acommunication access point (e.g., a gateway, router, model, orcombinations thereof) of the remote game venue. The live or recent gamequality level for a remote venue may thus be determined from datarelating to gamers at that venue, from data retrieved by the AMS server,or a combination thereof.

Graphic 635 shows the “historical” game quality level, based on datacollected for the hardware and software performance metrics over a givenperiod of time (for example, the previous 10 days). The graphics may bepresented as bars of progressive height as shown in FIG. 6B, orpresented in some other format (for example, a number on a scale of 1 to10). Graphics for live game quality level and historical game qualitylevel may be displayed alongside each other, as shown in FIG. 6B.Alternatively, the graphics may be displayed singly, with the user ableto toggle between them (for example, by clicking on the graphic,clicking on a radio button, etc.).

In one embodiment, a user can retrieve the presentation illustrated inFIG. 6B by selecting quality bars on a system tray of an operatingsystem much the same way users visualize WiFi hotspots in the vicinityof the user when making such a selection. The WiFi quality bars and thegaming quality bars can be distinguished by adding an additional symbolto the game quality bars (e.g., the letter “GQ” for gaming quality), orby changing the color of the game quality bars to make such adistinction.

In an additional embodiment, the AMS can display details regarding thegame, including the source of data for a game quality level, for a gamebeing played at the gamer's location or at a remote location. Forexample, display 500 of a local game quality level (FIG. 5) can includea display alongside graphic 510. This display can include text with thename of the game whose profile is used to compute the quality level, thesource of the data (for example, network tests or reports from othergamers), and the measurements performed (for example, pinging testsand/or functional tests). Alternatively, the display can include iconicsymbols to indicate the name of the game, the data sources, or themeasurements performed. In an embodiment, the display is presentedautomatically if a particular game is currently being played, to provideinformation about that game.

In another embodiment, the game quality levels can be grouped by gametype. For example, game quality levels for one game (e.g., World ofWarCraft—WoW) can be grouped together. In one embodiment, game qualitylevels for WoW can be presented together in one GUI such as shown inFIG. 6B, while game quality levels for another game can shown in anotherGUI. In one embodiment, the AMS can be adapted to present a drop-downmenu for selecting a specific video game, which in turn generates a GUIwith game quality levels for the particular game selected. In anotherembodiment, symbols (iconic or otherwise) can be presented in a systemtray, which are selectable for presenting game quality levels. Eachsymbol can be unique and descriptive of a particular game. For example,a symbol can be the trade symbol for the game so that it is readilyidentifiable to the user. A user can select the system tray and then thesymbol of a particular game, which in turn generates a GUI presentationof game quality levels for the game of the selected symbol.

FIG. 6C shows a display 640 of information for a selected remote gamevenue (selected, for example, by clicking on the entry for that venue inthe list 630 or by running a mouse pointer over items of list 630).Display 640 can include the name of each venue 641, its physicallocation 642, and its distance 643 from the gamer's present location. Agraphic 644 shows the game quality level for the remote venue. In thisembodiment, moving a cursor 645 over graphic 644 causes a display 646 toappear, indicating for example whether the displayed game quality levelis based on live (or recent) data or historical data, and the source ofthe data (for example, averaged data of a given number of gamers at thatlocation, results of a pinging test, etc.).

The information display 640 for a selected remote venue can also includedirections 648 from the gamer's present location to the selected remotevenue. In addition, a display 650 can be provided relating to socialnetworking among the gamers. For example, gamers already at the remotevenue may be identified by pseudonyms known to their social group. Ifthe gamer viewing display 650 is already acquainted with gamers at theselected remote venue, the number of social connections (for example,number of mutual friends) with those gamers can be displayed, and a“network rating” for relationships among the gamers may be displayed,based (for example) on data relating to the gamers retrieved from asocial networking website.

According to an additional embodiment, information regarding variousgaming venues may be displayed as a map overlay 680, as shown forexample in FIG. 6D. This format is desirable when several venues are inclose proximity in an urban neighborhood, so that the gamer may easilyjudge which location is the most convenient to his present location 685.As shown in FIG. 6D, each venue may be identified by an icon 690 on themap. In a further embodiment, moving a cursor over an icon can cause adisplay 691 to appear, providing more detailed information regardingthat gaming venue.

It should be noted that the illustrations of FIG. 5 through FIGS. 6A-6Dcan be presented by multiple devices of a gamer (e.g., desktop computer,laptop computer, tablet, smartphone, etc.). A gamer can install clientsoftware in any device which can communicate via the internet or othersuitable communication network to perform the embodiments describedabove. It is further noted that the AMS application can track thelocation of a gamer based on location information provided by the gamerthrough user input provided at an interface of a communication device ofthe gamer, or by way of coordinate data (e.g., GPS coordinates) providedby the communication device of the gamer. It is also noted that the AMSapplication can have access to a database of locations where gamer(s)can engage in gaming activities, and can periodically monitor thequality of gaming in these locations, and share results with one or moregamers according to the embodiments described above. The AMS applicationcan also track gaming quality at locations specified by each gamer,thereby providing each gamer results tailored to the gamer's preferredgaming locations.

Other suitable modifications can be applied to the present disclosure.

FIG. 7 depicts an exemplary diagrammatic representation of a machine inthe form of a computer system 700 within which a set of instructions,when executed, may cause the machine to perform any one or more of themethods discussed above. One or more instances of the machine canoperate as any of the devices discussed above. In some embodiments, themachine may be connected (e.g., using a network) to other machines. In anetworked deployment, the machine may operate in the capacity of aserver or a client user machine in server-client user networkenvironment, or as a peer machine in a peer-to-peer (or distributed)network environment.

The machine may comprise a server computer, a client user computer, apersonal computer (PC), a tablet PC, a smart phone, a laptop computer, adesktop computer, a control system, a network router, switch or bridge,or any machine capable of executing a set of instructions (sequential orotherwise) that specify actions to be taken by that machine. It will beunderstood that a computing device of the present disclosure includesbroadly any electronic device that provides voice, video or datacomputing. Further, while a single machine is illustrated, the term“machine” shall also be taken to include any collection of machines thatindividually or jointly execute a set (or multiple sets) of instructionsto perform any one or more of the methods discussed herein.

The computer system 700 may include a processor 702 (e.g., a centralprocessing unit (CPU), a graphics processing unit (GPU, or both), a mainmemory 704 and a static memory 706, which communicate with each othervia a bus 708. The computer system 700 may further include a videodisplay unit 710 (e.g., a liquid crystal display (LCD), a flat panel, ora solid state display. The computer system 700 may include an inputdevice 712 (e.g., a keyboard), a cursor control device 714 (e.g., amouse), a disk drive unit 716, a signal generation device 718 (e.g., aspeaker or remote control) and a network interface device 720.

The disk drive unit 716 may include a tangible computer-readable storagemedium 722 on which is stored one or more sets of instructions (e.g.,software 724) embodying any one or more of the methods or functionsdescribed herein, including those methods illustrated above. Theinstructions 724 may also reside, completely or at least partially,within the main memory 704, the static memory 706, and/or within theprocessor 702 during execution thereof by the computer system 700. Themain memory 704 and the processor 702 also may constitute tangiblecomputer-readable storage media.

Dedicated hardware implementations including, but not limited to,application specific integrated circuits, programmable logic arrays andother hardware devices can likewise be constructed to implement themethods described herein. Applications that may include the apparatusand systems of various embodiments broadly include a variety ofelectronic and computer systems. Some embodiments implement functions intwo or more specific interconnected hardware modules or devices withrelated control and data signals communicated between and through themodules, or as portions of an application-specific integrated circuit.Thus, the example system is applicable to software, firmware, andhardware implementations.

In accordance with various embodiments of the present disclosure, themethods described herein are intended for operation as software programsrunning on a computer processor. Furthermore, software implementationscan include, but not limited to, distributed processing orcomponent/object distributed processing, parallel processing, or virtualmachine processing can also be constructed to implement the methodsdescribed herein.

While the tangible computer-readable storage medium 722 is shown in anexample embodiment to be a single medium, the term “tangiblecomputer-readable storage medium” should be taken to include a singlemedium or multiple media (e.g., a centralized or distributed database,and/or associated caches and servers) that store the one or more sets ofinstructions. The term “tangible computer-readable storage medium” shallalso be taken to include any non-transitory medium that is capable ofstoring or encoding a set of instructions for execution by the machineand that cause the machine to perform any one or more of the methods ofthe present disclosure.

The term “tangible computer-readable storage medium” shall accordinglybe taken to include, but not be limited to: solid-state memories such asa memory card or other package that houses one or more read-only(non-volatile) memories, random access memories, or other re-writable(volatile) memories, a magneto-optical or optical medium such as a diskor tape, or other tangible media which can be used to store information.Accordingly, the disclosure is considered to include any one or more ofa tangible computer-readable storage medium, as listed herein andincluding art-recognized equivalents and successor media, in which thesoftware implementations herein are stored.

Although the present specification describes components and functionsimplemented in the embodiments with reference to particular standardsand protocols, the disclosure is not limited to such standards andprotocols. Each of the standards for Internet and other packet switchednetwork transmission (e.g., TCP/IP, UDP/IP, HTML, HTTP) representexamples of the state of the art. Such standards are from time-to-timesuperseded by faster or more efficient equivalents having essentiallythe same functions. Wireless standards for device detection (e.g.,RFID), short-range computing (e.g., Bluetooth, WiFi, Zigbee), andlong-range computing (e.g., WiMAX, GSM, CDMA, LTE) are contemplated foruse by computer system 700.

The illustrations of embodiments described herein are intended toprovide a general understanding of the structure of various embodiments,and they are not intended to serve as a complete description of all theelements and features of apparatus and systems that might make use ofthe structures described herein. Many other embodiments will be apparentto those of skill in the art upon reviewing the above description. Otherembodiments may be utilized and derived therefrom, such that structuraland logical substitutions and changes may be made without departing fromthe scope of this disclosure. Figures are also merely representationaland may not be drawn to scale. Certain proportions thereof may beexaggerated, while others may be minimized. Accordingly, thespecification and drawings are to be regarded in an illustrative ratherthan a restrictive sense.

Although specific embodiments have been illustrated and describedherein, it should be appreciated that any arrangement calculated toachieve the same purpose may be substituted for the specific embodimentsshown. This disclosure is intended to cover any and all adaptations orvariations of various embodiments. Combinations of the aboveembodiments, and other embodiments not specifically described herein,are contemplated by the present disclosure.

The Abstract of the Disclosure is provided with the understanding thatit will not be used to interpret or limit the scope or meaning of theclaims. In addition, in the foregoing Detailed Description, it can beseen that various features are grouped together in a single embodimentfor the purpose of streamlining the disclosure. This method ofdisclosure is not to be interpreted as reflecting an intention that theclaimed embodiments require more features than are expressly recited ineach claim. Rather, as the following claims reflect, inventive subjectmatter lies in less than all features of a single disclosed embodiment.Thus the following claims are hereby incorporated into the DetailedDescription, with each claim standing on its own as a separately claimedsubject matter.

What is claimed is:
 1. A method comprising: receiving, by a devicecomprising a processor, a first input from equipment of a userrepresenting desirable performance metrics associated with a video gameenvironment; constructing, by the device, a game profile in accordancewith the desirable performance metrics; performing, by the device, firstperformance metric measurements relating to the video game environment;comparing, by the device, the performance metric measurements with thegame profile; determining, by the device, a game environment qualitylevel based on the comparing; providing, by the device, a display at theequipment of the user representing the game environment quality level;and receiving, by the device, a second input from the equipment of theuser indicating whether a game session is to be initiated, wherein thegame environment quality level is based in part on measurements of aphysical environment of the game, a social environment of the game, or acombination thereof.
 2. The method of claim 1, wherein the first inputcomprises user preferences regarding performance of a network coupled tothe equipment of the user, location of the game session, identity of avideo game, participants in the game session, or a combination thereof.3. The method of claim 2, wherein the user and the participantscommunicate via a social network.
 4. The method of claim 1, wherein thefirst performance metric measurements are performed for a local videogame environment to obtain a local game environment quality level, andfurther comprising: performing second performance metric measurementsfor a remote video game environment to obtain a remote game environmentquality level; and displaying the local game environment quality leveland the remote game environment quality level at the equipment of theuser.
 5. The method of claim 4, wherein the second input comprises alocation of the remote video game environment, and wherein the secondperformance metric measurements are performed in response to the secondinput.
 6. The method of claim 4, further comprising storing the localgame environment quality level and the remote game environment qualitylevel at a remote database.
 7. The method of claim 6, furthercomprising: retrieving from the database a historical local gameenvironment quality level and a historical remote game environmentquality level; and displaying the local game environment quality level,the remote game environment quality level, the historical local gameenvironment quality level, and the historical remote game environmentquality level at the equipment of the user.
 8. The method of claim 1,further comprising providing a graphical user interface for display atthe equipment of the user, and wherein the first input and the secondinput are received via the graphical user interface.
 9. The method ofclaim 1, further comprising: initiating the game session in response tothe second input, the game session engaging the user and a secondparticipant; receiving a first gaming quality level of the user;receiving a second gaming quality level of the second participant; andproviding the first gaming quality level and the second gaming qualitylevel to the user and to the second participant.
 10. The method of claim9, further comprising: receiving a signal from the equipment of the userin accordance with the first gaming quality level being higher than thesecond gaming quality level; and in response to the signal, adjustingperformance metrics of the equipment of the user to decrease acapability of the equipment of the user, thereby facilitating anequalized gaming experience with respect to the user and the secondparticipant.
 11. A server comprising: a memory to store instructions;and a processor coupled to the memory, wherein the processor, responsiveto executing the instructions, performs operations comprising: receivinga first input from equipment of a user representing selection of a videogame and desirable performance metrics associated with a video gameenvironment to identify a selected game; constructing a game profile forthe selected game in accordance with the desirable performance metrics;performing first performance metric measurements relating to the videogame environment; comparing the performance metric measurements with thegame profile; determining a game environment quality level based on thecomparing; and receiving a second input from the equipment of the userindicating whether, based on the game environment quality level, a gamesession is to be initiated; and wherein the first input comprises userpreferences regarding performance of a communication network includingthe server and the equipment of the user, location of the game session,participants in the game session, or a combination thereof, and whereinthe game environment quality level is based in part on measurements of aphysical environment of the game session, a social environment of thegame session, or a combination thereof.
 12. The server of claim 11,wherein the operations further comprise performing, in response to thesecond input, second performance metric measurements for a remote videogame environment to obtain a remote game environment quality level. 13.The server of claim 11, wherein the operations further compriseretrieving information from a social network regarding the participantsin the game session.
 14. The server of claim 11, wherein the operationsfurther comprise determining a location of the user relative to theserver and to a second server communicating on the network; and inaccordance with a determination that the second server is in closerproximity to the user, delegating initiation of the game session to thesecond server.
 15. The server of claim 11, wherein the first performancemetric measurements are performed for a local video game environment toobtain a local game environment quality level, and wherein theoperations further comprise: performing second performance metricmeasurements for a remote video game environment to obtain a remote gameenvironment quality level; and displaying the local game environmentquality level and the remote game environment quality level at theequipment of the user.
 16. The server of claim 11, wherein theoperations further comprise: initiating the game session in response tothe second input, the game session engaging the user and a secondparticipant; receiving a first gaming quality level of the user;receiving a second gaming quality level of the second participant;providing the first gaming quality level and the second gaming qualitylevel to the user; receiving a signal from the equipment of the user inaccordance with the first gaming quality level being higher than thesecond gaming quality level; and in response to the signal, adjustingperformance metrics of the equipment of the user to decrease acapability of the equipment of the user, thereby facilitating anequalized gaming experience with respect to the user and the secondparticipant.
 17. A machine-readable storage device comprisinginstructions which, when executed by a processor, cause the processor toperform operations comprising: receiving a first input from equipment ofa user representing selection of a video game and desirable performancemetrics associated with a video game environment local to the user toidentify a selected game; constructing a game profile for the selectedgame in accordance with the desirable performance metrics; performingfirst performance metric measurements relating to the video gameenvironment; comparing the performance metric measurements with the gameprofile; determining a local game environment quality level based on thecomparing; providing a display at the equipment of the user representingthe local game environment quality level; and receiving, by the device,a second input from the equipment of the user indicating whether a gamesession is to be initiated, wherein the first input comprises userpreferences regarding performance of a communication network includingthe processor and the equipment of the user, a physical environment ofthe game session, participants in the game session, or a combinationthereof, wherein the first input and the second input are received via agraphical user interface displayed at the equipment of the user, andwherein the game environment quality level is based in part measurementsof a physical environment of the game, a social environment of the game,or a combination thereof.
 18. The machine-readable storage device ofclaim 17, wherein the operations further comprise: performing secondperformance metric measurements for a remote video game environment toobtain a remote game environment quality level; and displaying the localgame environment quality level and the remote game environment qualitylevel at the equipment of the user.
 19. The machine-readable storagedevice of claim 18, wherein the operations further comprise: storing thelocal game environment quality level and the remote game environmentquality level at a remote database; retrieving from the remote databasea historical local game environment quality level and a historicalremote game environment quality level; and displaying the local gameenvironment quality level, the remote game environment quality level,the historical local game environment quality level, and the historicalremote game environment quality level at the equipment of the user. 20.The machine-readable storage device of claim 17, wherein the operationsfurther comprise retrieving information from a social network regardingthe participants in the game session.